Tom Hanrahan
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Welcome to my (slightly out of date) video game design portfolio! Within the past few years, I've been more focused on game design leadership & management than working on levels from start to finish. With that said, this portfolio is mostly representative of my work as an individual contributor to projects rather than as a leader or manager. My CV/resume contains the most up-to-date information. It would be great to hear from you if you've played and enjoyed any of these games or levels, or if you have a job opportunity and you think I'd be a good fit for your project. |
Wargaming/DPS Games - Lead Level Design & Game Mode - content coming soon!
Boss Alien/Zynga/Take 2 - Senior Level Designer - content coming soon!
For Hob by Runic Games, I designed and built the Punch Glove dungeon area, as well as several sections of the game's overworld areas north and west of the Forest zone. My responsibilites included level construction, gameplay scripting, level decoration, puzzle design, enemy placement, ambient creature placement, and more.
Prominent game review website Eurogamer called Hob "...an astonishing piece of work. [It] is a true spiritual successor to [The Legend of Zelda:] A Link to the Past."
In Janaury 2016, I was hired as a contract Designer to help ship Airmech: Command, a launch title for the Oculus Rift. My responsibilities included the creation of a small amount of environment art, sound design, scripting gameplay and sound events, and the visual presentation of the levels.
Between August 2012 to March 2014, I was a Designer on the Playstation 4 title Fat Princess Adventures. Some of my contributions and responsibilities were: helping to build the level design workflow and pipeline, fleshing out the game universe, monster design, level design, level scripting, design presentations, and more. It was released in December 2015
From June 2011 to August 2012 I worked on Fun Bits Interactive's Escape Plan, a launch title for the Sony Playstation Vita. On Escape Plan, I worked as a Designer and was responsible for creating level layouts, puzzles, and some level scripting in C#. Escape Plan was named one of CNN's Top 10 games of 2012.
In 2010, I joined The Amazing Society to work on the game Marvel Super Hero Squad Online as a Game and Level Designer. The game was a browser-based MMO set in the Marvel universe. I was responsible for creating a number of the game's "brawler" missions. This entailed the creation of gameplay scripts, combat encounters, and various other duties. It was released in 2011 and was had a surprisingly long lifespan, finally shutting down in early 2017.
While still at Monolith, I was asked to help out on Snowblind's 3rd person action RPG, Lord of the Rings: War in the North. During that time, I was responsible for all aspects of the co-operative multiplayer level Osgiliath. I created level geometry in 3dsmax, wrote gameplay scripts in Lua, and used Snowblind's proprietary level editor. The game was released on PC, PS3, and Xbox 360 in 2011.
I built 5 levels and created a little bit of supporting environment art for the multiplayer portion of Monolith's F.E.A.R 2: Project Origin and its DLC packs. The game was released on PC, PS3, and Xbox 360 in February 2009.
A single-player Quake map (and a start map to navigate the map pack from) consisting of a Norse-inspired village. This map was part of a Quake community map pack I organized from October-December 2004. Quake review site Underworldfan says this of the map: "Build quality is quite good," "good job on lighting," "Overall, good visuals"
Tom Hanrahan - 2025 >